Eldritch
The Wake does not welcome travelers. It does not warn them, either. It simply watches. And somewhere, beneath it all, something is waiting and watching. Welcome To Sallow Wake.
Author's Note: The land shifts in ways it shouldn’t. Shadows linger where there is no light. The maps no longer match the roads. Places appear where none should exist, and voices speak from behind doors that were never built.
The scholars say history is unraveling, folding in on itself, changing in ways no one understands. The prophets whisper that nothing was ever whole to begin with
The sky still holds, the world still stands—but somewhere, something is watching, waiting for the pieces to settle.
They never do.
Played | 23 times |
Cloned | 1 times |
Created | 35 days ago |
Last Updated | 4 days ago |
Visibility | Public |
HP Range650 - 900 (Avg: 775)
AC22
XP25000
Description
Tenebris is a towering, skeletal eldritch entity that embodies the essence of cosmic horror. It looms over the landscape, its elongated limbs resembling grasping tendrils, while a pulsating, glowing core within its torso radiates an unsettling light.
Details
Size | Huge |
Type | Aberration |
CR | 20 |
XP | 25000 |
Languages | Telepathy 120 ft. |
Defenses
Armor Class | 22 |
HP Range | 650 - 900 (Avg: 775) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Eldritch Grasp
Tenebris extends its tendril-like limbs to grasp a target within 30 feet, dealing 4d10 necrotic damage and restraining the target.
Pulsating Core
As a bonus action, Tenebris can unleash a wave of energy from its core, forcing all creatures within 30 feet to make a DC 18 Constitution saving throw or take 6d8 radiant damage, half on a success.
Spectral Halo
Tenebris can create a swirling halo of energy that grants it advantage on saving throws against spells and magical effects for 1 minute.